Difference between revisions of "Division"
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== Division unit type ==
== Division unit type ==
Revision as of 16:10, 22 July 2016
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- See also: Land units
The division is the basic unit depicted on the map during gameplay. The composition of each division is specified by its division template. Division templates may be created and modified by spending land experience.
Each country starts with one or more division templates that may be used to order recruiting and deployment of new land units. These templates may be modified by the player, or new templates created by using the Duplicate button to make a duplicate of a template, giving it a name different from existing templates, and then making modifications to a template as described below. Land experience is not charged until the changes are saved using the Save button on which the total cost is also shown, so players can experiment and analyze the results of changes before making a decision. When a template is changed, all divisions that are based on that template immediately place orders for additional needed manpower and equipment and return any manpower or equipment that is now surplus to the national stockpile. It is wise to have any needed manpower and equipment ready in the national stockpile before changing the template of a division that may be expected to face combat in the near future. It may be prudent to upgrade units one at a time.
The template a division uses can be changed at any time by selecting the unit helmet, tank or other unit symbol icon in the Unit Details screen when that division's template is open and choosing any of the templates available there.
Each division consists of up to five combat brigades and five support companies. In turn, each combat brigade is composed of up to five battalions. It costs 25 XP to add the first battalion in a brigade, with each battalion added or swapped out costing 5 XP thereafter.
A division may have any number of the same unit type for battalions, but only one of each unit type for support companies.
A division template may be specified as reserve, regular, or elite. Elite divisions will be prioritized for better equipment, followed by regular divisions and finally reserves.
Each division template can receive specific types of equipment if multiple types are available. An example would be elite divisions only using the latest weapons and reserve divisions using the oldest.
Each combat brigade in a division consists entirely of a mix of battalions within a single battalion type. The three battalion types are:
- Infantry battalions: Infantry, special forces, line (towed) artillery/anti-air/anti-tank
- Mobile battalions: Cavalry, motorized infantry, mechanized infantry, motorized rocket artillery
- Armored battalion: Tanks, self-propelled artillery/anti-air/anti-tank
Increasing the number of battalions in a division modifies the stats of the division: for example new combat battalions increase the HP and combat width of the division, and typically increase at least the different attack and defense statistics. Note that the division's organization is the average of the organization of the included battalions, thus it is possible that the division's (average) organization actually drops when adding new battalions.
For the armor, piercing and hardness stats there is a different calculation:
- Armor: 30% * (highest armor of a battalion) + 70% * (average armor for all battalions) = armor of the division
- Piercing: 40% * (highest piercing of a battalion) + 60% * (average piercing for all battalions) = piercing of the division
- Hardness: average of hardness of line battalions = hardness of the division
A division may have up to five different support companies. These are referred to in doctrines and elsewhere in the game as 'integrated support', distinguished from 'dispersed support' which is an Artillery, Anti-Air or Anti-Tank type brigade included in a combat brigade column. Support company options are:
- Support Artillery: Gives a smaller bonus to soft attack than a line brigade's artillery battalion because it has fewer guns. It does not slow the division† or affect paradrops.
- Support Anti-Air: Gives a smaller bonus to air attack than a line brigade's anti-air battalion because it has fewer guns. It does not slow the division† of affect paradrops.
- Support Anti-Tank: Gives a smaller bonus to hard attack and piercing than a line brigade's anti-tank battalion because it has fewer guns. It does not slow the division† or affect paradrops.
- Support Rocket Artillery: Similar to regular support artillery but it also gives a bonus to the division's breakthrough stat, used when attacking.
- Engineer company: Increases the entrenchment stat of the division and helps in attacking forts and river crossings.
- Recon company: Increases speed in difficult terrain and the division's reconnaissance stat, making it easier to counter enemy combat tactics in battle.
- Military police: Gives a bonus to the suppression stat of its division's line battalions, helping to keep insurgency down. Cavalry with Military police is effective for this purpose.
- Maintenance company: Adds an equipment reliability bonus to the division, reducing equipment losses from training and combat. Advised for combat units using expensive equipment.
- Field hospital: Increases trickleback stat (returns percentage of lost manpower to the pool) and reduces experience loss from taking casualties. Advised for front-line combat divisions.
- Logistics company: Reduces supply usage of the entire division. This is valuable in areas of low supply and for avoiding the need to disperse for supply reasons.
- Signal company: Increases the initiative stat of the division, speeding up Battle Planning planning and increases chance of reinforcement in battle from divisions in reserve.
† Note that support companies do not affect a division's speed and do not affect combat width as they are forces that remain behind the fighting front while the "frontline" combat battalions engage. Therefore a towed antitank support company does not affect the 12 kph speed of a fast division but adding a towed antitank combat battalion to the brigade lines would slow that same division to the towed antitank's base speed of 4 KPH. So support Artillery, Anti-Air or Anti-Tank support units can add valuable capabilities to fast divisions. An infantry division marching at 4 kph is well-matched by combat battalions marching at 4 kph as well.
Additional bonuses and effects of adding a support company to overall division stats can be seen in the tooltip in the division designer. Even though these companies may historically have been much larger than company size, they are referred to as support companies to distinguish them from the battalions in line brigades.
Support Companies In-Depth
Anti-Air (AA): Reportedly, although provincial AA will shoot at any enemy planes that fly by, towed AA and self-propelled AA will only fire at enemy planes specifically attacking that division. Or a battle that division is participating in, in which case multiple divisions in the same battle might pool their AA fire. They do nothing against strategic bombers, so adding AA to garrisons will not help protect industry. This also means that attached AA will not help shoot down fighters. They just help protect against tactical bombers and CAS. Since they don't shoot at targets of opportunity, their usefulness is far less than might be expected. Of course, if you have no fighters, putting AA in every division on the front line may be your only option. It should be noted that AA divisions also have half-decent anti-armor capability; the tech II AA specifically has enough Piercing to negate Armor of even Medium I tanks.
Engineers (ENG): Engineers provide a movement bonus in forest, jungle, marsh, and rivers. They provide a constant defense bonus in forest, jungle, hills, marsh, rivers, and forts. They also provide an entrenchment bonus on top of that. Upgrading engineers increases the entrenchment bonus. The table has the exact numbers.
Reconnaissance (REC): A recon company provides a speed bonus on most terrain and adds a chance to block tactics used by an enemy commander.
- They provide a 10% speed boost on all terrain except marsh, desert, and urban. In marsh they provide a 5% speed bonus. 0% in desert and urban. You then have to ask yourself how much you value increasing the speed of your infantry from 4 km/h to 4.4 km/h. You also have to ask if you value increasing your motorized/light tanks from 12 km/h to 13.2 km/h, or is 12 fast enough for everything you want to do? The answers will vary from player to player and likely from division to division. This speed bonus does not increase with upgrades.
- Recon companies also help counter tactics. In any ongoing battle, each of the Commanders will try to pick one tactic per day. A commander with higher Initiative in battle gets to "re-roll" their pick; Recon companies are one of the ways to increase your Commander's Initiative(another is their Skill level). Re-rolling the tactic will give you a higher chance to pick a tactic that counters the enemy's tactic, or help you prevent your own tactic from being countered. If a tactic is conquered it provides no benefits, so the countered Commander spends 24 hours fighting at a disadvantage. You can see specific tactics picked, who holds the initiative, tactic bonuses and whether or not the tactic has been conquered in the Battle window.
Military Police (MP): This support company is not intended for the front lines, or any combat really. It provides a percentage increase to the division's Suppression statistic. Suppression counters partisans operating in a region, preventing them from damaging industry. Best when combined with cavalry. While they can simply be added to a garrison division, most players prefer to create a division template specifically for MP's.
Maintenance (MAIN): Maintenance companies increase the Reliability statistic of all equipment in a division, thus significantly reducing the amount of equipment lost due to attrition. Unfortunately the division designer's Reliability stat doesn't seem to work, even with only a single battalion. As a result, all calculations for this company must be done outside the game.
- The effect is very powerful right from the start, with a 25% bonus. This means that (land) equipment with 80% reliability will get boosted to 100% (80 * 1.25). This allows reliability improvements to equipment that normally cannot be upgraded. Mechanized are the most significant, but also motorized, all of the towed weapons, and support equipment. It benefits infantry equipment too, but infantry equipment is easy to produce and starts at 90% reliability, rather than the usual 80%.
- For equipment that can be upgraded, such as tanks, it means putting upgrade points into reliability is unnecessary unless it drops below 80% (or as low as 64% to get 80% reliability after the bonus). That can potentially save a lot of XP. Of course, that would require all tanks of that design to have a maintenance company.
Field Hospital (HOS): These provide two bonuses. First, with the 1936 hospital, 20% of the losses in combat get returned to the Manpower pool rather than being lost forever. Second, 10% less XP is lost from combat losses. Upgrading the field hospitals increases both of these bonuses.
- From the manpower perspective, bigger is better. Each field hospital, being percentage based, will simply save more lives in a large division than in a small one. Of course, you could just build more divisions and more field hospitals, but that's up to you.
- From an XP perspective, however, each soldier is worth more XP in a smaller division. So, it can be worth adding them to a small number of designated elite divisions to help them grow XP in the face of losses. These could be things like paratroop divisions, whose ability to paradrop equipment is very limited so need all the tools they can get when in them midst of the enemy. Another possibility might be a regular infantry division who you notice has already gained a really high experience level on their own. You could duplicate their template in order to give them, (and only them), a field hospital to help them keep that XP. The higher a division's XP gets, the more the average will be reduced by casualties (since replacements are always green), so a field hospital helps develop more veteran divisions. Deploying new division that have a field hospital while green is a complete waste from the XP perspective. They can be trained up to regular, after which further XP is gained through combat.
Logistics (LOG): These provide a flat 10% reduction in supply consumption, which improves with upgrades. Since it's percentage based, they will provide the most benefit in the most supply-hungry divisions. Since artillery uses a lot of supplies, divisions with multiple artillery of any type (line/support/self-propelled) are the first place to look. Just open the division designer and compare the Supply Use stat before and after you add it, then decide if you think it's worth it. Most large divisions are potential candidates. For infantry, keep in mind that when fighting in places with high infrastructure, where months of fighting can go by without units running low on supply, then a logistics company will do nothing for them. It might be different if we had to buy supplies, but we don't. Creating a separate infantry division template specifically for low supply areas is an option.
Signal (SIG): Signal companies provide an Initiative stat, which speeds up reinforcement and planning speed. Used in the right place, these can be great. If you carefully watch battles unfold at slow speeds without going off to do other things, you can see units lose equipment, and it takes time for them to receive replacements from the stockpile. Having a signal company reduces the time it takes for replacement equipment and manpower to arrive. This is particularly important for receiving replacements during battles in progress. As for the faster planning bonus, that benefit primarily depends on how you play. If you like to form a plan and wait for the maximum planning bonus, then that's going to be great for you. If you like to just attack and not worry about the planning bonus, then it's worthless to you. It might also help units such as marines and paratroopers plan invasions faster, but that has not been confirmed. In general these seem most useful for front line troops and perhaps not so useful for garrisons.
Army experience costs
Modifying a division template may cost army experience.
|Duplicate a template||0|
|Change a template's equipment||0|
|Change a template's name||0|
|Change a template's priority||0|
|Add a combat brigade of an existing type||5||Includes one battalion.|
|Add a combat brigade of a new type||25||Includes one battalion.|
|Add/swap out a combat battalion||5|
|Remove a battalion||5||This can remove the last battalion in a brigade, removing the brigade.|
|Change a combat battalion type to an existing type||5 per battalion||The existing battalions may be swapped or removed within the new brigade type at no additional cost.|
|Change a combat brigade type to a new type||25 + 5 per battalion||The existing battalions may be swapped or removed within the new regiment type at no additional cost.|
|Add/swap out a support company||10|
|Remove a support company||10|
Some countries already have some tank equipment researched in 1936, and these get an armored template at the start of the game. This is usually a historic template that matches the order of battle of one or more of their starting divisions. For example, Italy ("Divisione Celere" template) and the Soviet Union ("Mekhanizirovaniy Korpus" template) are both in this situation. These templates allow you to create new armored divisions with light tanks. If you have any army experience, then you can change the historic template.
A few countries have some tank equipment already researched when the game starts, but don't actually start with any historical armoured divs. For example, Commonwealth countries like Canada who get tank equipment researched in 1936 (shared with them by UK), though they have no armored divisions then. These countries get an armoured template at the start of the game (called "Armored-Division"), so they can create armored divisions later.
All other countries get a free template (called "Armored-Division") when you research your first tank equipment.
The free "Armored-Division" template, and those templates which some countries start with, are always light tank templates. You have to use some army experience to modify these, or modify a duplicate, for use with Medium or Heavy Tanks. As soon as you complete the research, the Division Designer will allow you to replace the Light Tank Battalions with Medium or Heavy. This costs 5 XP for each battalion.
The Hardness represents how much of your division is made up of armored or at least protected vehicles. The free "Armored-Division" template has only 35% hardness, even though it has two light tank and two cavalry battalions (the cavalry have more men/equipment). You can increase the hardness by adding more tank battalions, or replacing light with medium, or medium with heavy. Or by replacing "soft" battalions (infantry or cavalry) with motorised or mechanised battalions.
For example, replacing the two light tank battalions in the "Armored-Division" template with medium tanks, and the two cavalry with mechanised, changes the hardness from 35% to 70%. Divisions with high hardness will suffer few hits in combat from divisions with low hard attack values - such as infantry with 1936 equipment and no anti-tank equipment.
Division unit type
The overall division unit type is indicated by its default NATO icon. It determines whether certain military high command affects the division. The division unit type is determined by multiplying an internal priority score by the number of units of each type, and taking the unit type with the highest score.
|Heavy SP Anti-Air||301||armor|
|Heavy SP Artillery||1797||armor|
|Heavy Tank Destroyer||1797||armor|
|Light SP Anti-Air||301||armor|
|Light SP Artillery||1795||armor|
|Light Tank Destroyer||1795||armor|
|Medium SP Anti-Air||301||armor|
|Medium SP Artillery||1796||armor|
|Medium Tank Destroyer||1796||armor|
|Modern SP Anti-Air||301||armor|
|Modern SP Artillery||1796||armor|
|Modern Tank Destroyer||1796||armor|
|Motorized Rocket Artillery||1199||artillery|
|Super Heavy SP Anti-Air||301||armor|
|Super Heavy SP Artillery||1798||armor|
|Super Heavy Tank Destroyer||1798||armor|
|Support Rocket Artillery||0||infantry|
Historical Divisions from 1939-1941